New to thief. Could use some advice.
WvW thief is primarily useful for taking out enemy players and helping groups take out enemy players. By this I mean that we can either hit single targets or use our abilities to ensnare people so they get hit by the groups damage. This is effective as a tactic in both smaller and larger group fights. A second use of thief is to take advantage of mobility to intercept wvw objectives (stopping yaks into objectives, chasing down solo camp capturers, scouting enemy positions).
An individual guide to fighting is harder simply because even picking a specific weapon set each person is going to have their own style. That said, what I think is universally true is: learn your limits. Thieves have exceptional disengage but don’t over commit. And slot Shadowstep.
I’ve been playing necro for a while, long before HoT, but I’ve been playing on my thief a good bit recently. I like it for PvE and WvW. Have no trouble in PvE, but I could use some tips for fighting in WvW or against other players in general. What to look out for and avoid, aside from DH’s, and how to approach each class in a general sense.
roll engi…or necro
Oddly enough, necro doesn’t give me that much trouble. It being my main, I know to haul tail when shroud comes up, usually they don’t try to follow and they drop out of it. I steal to them and pressure right at that moment because I know I have at least 7 sec to play with.
Oddly enough, necro doesn’t give me that much trouble. It being my main, I know to haul tail when shroud comes up, usually they don’t try to follow and they drop out of it. I steal to them and pressure right at that moment because I know I have at least 7 sec to play with.
theif can deal with necro’s im just saying overall your better off engi or necro.. OR IF YOU LIKE THE IDEA OF THIEF… ROLL REV
(edited by Michael.9517)
Yes, thieves are performing well against necros. A lot of the most dangerous stuff just doesnt work on us (like boon corruption, chill) but i guess you know enough about necros.
Avoid scrappers and guards. These are the two hardcounters you have to watch out for.
Ive found that watching the pet is more benefical then watching the ranger. U can also a lot of times position yourself in a place where the bristleback misses you, they dont turn around very fast while executing a command. Use headshot a lot, if you have an offhand pistol, rangers hate interrupts. Also consider killing the pets first if you can afford it.
Double dodge UA on revs, keep a stunbreak, preferably bandits defense for the dragon knockback thingy, and just be patient when they heal/shield. You should be fine with them, there’s also a lot of bad revs out there.
Warriors are also easy, just make sure to evade the vital skills and see them melt to your passive dmg output. Kite them around if they rampage, just as you would a ds necro.
Play on time against ele’s. You will usually not have the damage to kill them, but the sustain to make the fight last. They have however an advantage in capping the contested point, so you might aswell move on. If you manage to get them to low health, make sure you have some initiative left, so you can prevent them from recovering.
Mesmers should be fine. If its a condi mesmer, you either run escapists absolution, or you just run. fast. All the others will have a hard time with your sustained damage, they will mostly set up for single, strong bursts with gs+shatter. But I suppose you have observed that before.
Other thieves will often try to engage with steal, gapclosers or from stealth. With some experience you can easily guess the moment they will strike and prevent or even counter it. If they enter stealth on low health: quick weaponswap and some clusterbombs. chance is good they havent moved too far away.
Other than that the tvt battles are usually decided by beeing able to get a few hits, before your opponent heals back up.
Of course that are only some very general and not necessarely true observations I have made. In general: prepare to be having to work twice as hard as everybody else. You cant afford any mistake, you will have to recognize all important attack animations, you have to make sure to always engage the right target, you have to make every skill count, you have to know your limit and disengage swiftly.
And in addition to all that, your team is expecting you to not only win your own fights, but also to save them if they overdo and decap enemy points.
Warriors were usually easy, as you said. A good jump usually decides it when I fight them Scrappers I avoid, hated them even as necro if I didn’t have condi. I played rev for a while before I went back to necro so I know what to watch for; obvious glint heal and UA. Most revs I fought were trying very hard to pressure, it made headshot pulm impact easy to melt them with.
I have a hard time with tanky condi burn zerker warriors. They just tack on 7 stacks of burning and lots of other condi’s while I melt and do no damage. =\
Hit and run is the most successful way to play a the thief in WvW. With few exceptions a thief has to melee which makes taking on most elites and some non-elites very dangerous.
If you want to continue down this path, I suggest running in small packs. One thief is easy to manage most of the time, but two thieves can be a real problem even for some bunkers.
“Youre lips are movin and youre complaining about something thats wingeing.”